Reputation: 1721
I'm currently working on a game with java & lwjgl and in my main menu I try to draw a background image. For some reason, whatever texture loading and drawing technique i use, the image gets screwed up completely.
This is what happens:
And this is what it's supposed to look like:
This is my code for loading the texture:
private int loadTexture(String imgName) {
try {
BufferedImage img = ImageIO.read(JarStreamLoader.load(imgName));
ByteBuffer buffer = BufferUtils.createByteBuffer(img.getWidth() * img.getHeight() * 3);
for (int x = 0; x < img.getWidth(); x++) {
for (int y = 0; y < img.getHeight(); y++) {
Color color = new Color(img.getRGB(x, y));
buffer.put((byte) color.getRed());
buffer.put((byte) color.getGreen());
buffer.put((byte) color.getBlue());
}
}
buffer.flip();
int textureId = glGenTextures();
glBindTexture(GL_TEXTURE_2D, textureId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.getWidth(), img.getHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, buffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return textureId;
} catch (Exception e) {
throw new RuntimeException(e);
}
}
And that's my rendering code:
public static void drawRect(int x, int y, int width, int height, Color color) {
glColor4f(color.getRed() / 255, color.getGreen() / 255, color.getBlue() / 255, 1.0F);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2d(x, y);
glTexCoord2f(0.0f, 1.0F);
glVertex2d(x, y + height);
glTexCoord2f(1.0F, 1.0F);
glVertex2d(x + width, y + height);
glTexCoord2f(1.0F, 0.0f);
glVertex2d(x + width, y);
glEnd();
}
Any Ideas?
Upvotes: 1
Views: 65
Reputation: 26217
You're adding the pixels in the wrong order. You need to do it in this order:
for (int y = 0; y < img.getHeight(); y++)
for (int x = 0; x < img.getWidth(); x++)
Note that OpenGL's origin is at the bottom left corner, so you might have to flip the image on the y-axis as well:
Color color = new Color(img.getRGB(x, img.getHeight() - y - 1));
Upvotes: 1